FREESLOT
S_CDSPRING
S_CDSPRING2
S_CDSPRING3
S_CDSPRING4
S_CDSPRING5
SPR_OSPR
SPR_OHSP
S_CDHORIZ1
S_CDHORIZ2
S_CDHORIZ3
S_CDHORIZ4
S_CDHORIZ5
SKINCOLOR_STEELBLUE
SKINCOLOR_STEELBLUE_LEGACY
SFX_NULL


#vertical

Object MT_CDSPRING
SpawnState = S_CDSPRING
SeeState = S_CDSPRING2
PainSound = sfx_cdfm08
RaiseState = S_CDSPRING2
SpawnHealth = 1000
ReactionTime = 8
PainChance = 0
Speed = 0
Radius = 20*FRACUNIT
Height = 16*FRACUNIT
Mass = 9*FRACUNIT
Damage = 0
Flags = MF_SPRING

State S_CDSPRING
SpriteName = OSPR
SpriteFrame = A
Duration = 70
Next = S_NULL

State S_CDSPRING2
SpriteName = OSPR
SpriteFrame = C
Duration = 4
Next = S_CDSPRING3
Action = A_Pain

State S_CDSPRING3
SpriteName = OSPR
SpriteFrame = B
Duration = 8
Next = S_CDSPRING4

State S_CDSPRING4
SpriteName = OSPR
SpriteFrame = C
Duration = 4
Next = S_CDSPRING

#horizontal

STATE S_CDHORIZ1
SPRITENAME = OHSP
SPRITEFRAME = A
DURATION = TICRATE
NEXT = 0

STATE S_CDHORIZ2
SPRITENAME = OHSP
SPRITEFRAME = E
DURATION = 4
ACTION = A_Pain
NEXT = S_CDHORIZ3

STATE S_CDHORIZ3
SPRITENAME = OHSP
SPRITEFRAME = D
DURATION = 1
NEXT = S_CDHORIZ4

STATE S_CDHORIZ4
SPRITENAME = OHSP
SPRITEFRAME = C
DURATION = 1
NEXT = S_CDHORIZ5

STATE S_CDHORIZ5
SPRITENAME = OHSP
SPRITEFRAME = B
DURATION = 1
NEXT = S_CDHORIZ1

OBJECT MT_CDHORIZ
MAPTHINGNUM = 558
SPAWNSTATE = S_CDHORIZ1
SPAWNHEALTH = 1000
SEESTATE = S_CDHORIZ2
REACTIONTIME = 8
PAINSOUND = sfx_cdfm08
RADIUS = 16*FRACUNIT
HEIGHT = 20*FRACUNIT
DAMAGE = 16*FRACUNIT
FLAGS = MF_SPRING
RAISESTATE = S_CDHORIZ2

SKINCOLOR SKINCOLOR_STEELBLUE_LEGACY
NAME = SteelBlue Legacy
RAMP = 5,170,171,171,172,172,173,174,175,199,199,199,199,30,30,30
INVCOLOR = SKINCOLOR_SUPERGOLD3
INVSHADE = 9
CHATCOLOR = V_AZUREMAP
ACCESSIBLE = TRUE

SKINCOLOR SKINCOLOR_STEELBLUE
NAME = SteelBlue
RAMP = 5,146,147,147,148,172,172,172,173,174,174,175,175,28,29,30
INVCOLOR = SKINCOLOR_SUPERGOLD3
INVSHADE = 9
CHATCOLOR = V_AZUREMAP
ACCESSIBLE = TRUE